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  20:18:13  18 September 2015
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Tejas Stalker
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On forum: 05/12/2007
Messages: 23703
Saving Yurik

Let's not forget that GSC's Venom: Codename Outbreak was a huge influence.

TS
  21:52:30  18 September 2015
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Max Chill
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On forum: 04/28/2014
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The various Soviet secret military experiments and theories surrounding them no doubt played a huge role as well, especially stuff like the notion of the Duga-3 radar array being used for mind control experiments.
  08:40:38  19 September 2015
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Tejas Stalker
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On forum: 05/12/2007
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Saving Yurik

Yes, what really makes the Stalker Games shine is the underground levels.
Sadly GSC made bad decisions in CS & CoP that those would be one-way
one-time trips. In SoC the Player can return to the underground at any time.

TS
  21:19:08  19 September 2015
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Max Chill
Super Murderhobo
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On forum: 04/28/2014
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Yeah, the infiltration the labs is one of the superior aspects of the series. Aside from the awesome atmosphere they also serve as an example of what the games do when they're at their best; Giving the player a simple objective and then allowing them to devise their own methods of overcoming the hazards of the environment to achieve this objective. There's good reason why they're pretty much universally loved by the entire fanbase.
  00:54:24  20 September 2015
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Tejas Stalker
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
09/20/2015 0:55:00
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Saving Yurik

Lost Alpha has some really large underground levels and I like how some were
used to show flashbacks of earlier events. Of course the biggest LA gem is the
Pripyat Underground, created by GSC but never fully used in any of the games.

TS
  02:34:17  20 September 2015
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Max Chill
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On forum: 04/28/2014
 

Message edited by:
Max Chill
09/20/2015 2:50:29
Messages: 641
It is indeed a great level, though I recall expecting a lot more danger than was actually found within. And that scene in X-18 that shows the Sin dudes being transformed into Bloodsuckers via some magical electro-pods was incredibly lame and unnecessary, whether it was in an old design doc or not. It would've been better to simply find out the Sin/Bloodsucker connection via a found document. But then again, I'm admittedly a guy who mostly despises unskippable cut-scenes in games.
  03:28:40  20 September 2015
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Tejas Stalker
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On forum: 05/12/2007
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Saving Yurik

I never liked the idea that a person was changed into a Bloodsucker.
To me that was something else entirely developed since it did not have
the appearance of a mutated dog, pig or boar where you knew the source.
In fact the only creature I ever had the impression that came from a man
was the Controller ( developed in the lab ) or a Snork that was more like
a wild, crazy person that the Zone created through madness, radiation
and exposure to other elements. Granted the Bloodsucker has two
arms and two legs, I just assumed it was a creation more like a
Poltergeist or Pseudogiant where science spawned it's life.

TS
  03:37:18  20 September 2015
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Max Chill
Super Murderhobo
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On forum: 04/28/2014
Messages: 641
Yeah, I always saw the Bloodsuckers as being more the product of gene-splicing experiments where they were grown in a lab as opposed to just being some unfortunate test subjects who were injected with a potion and then zapped with a magical ray.
  05:24:43  20 September 2015
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Tejas Stalker
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On forum: 05/12/2007
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Saving Yurik

The idea behind Sin was a shallow plot that doesn't stand close scrutiny.
Just because someone knows game code doesn't make them a story teller.

TS
  06:35:13  20 September 2015
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Max Chill
Super Murderhobo
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On forum: 04/28/2014
Messages: 641
Indeed. My overall feeling while playing it was that much of the story was an attempt to string together a bunch of shoehorned-in bits that were excised from SoC during it's development. And that the person who was doing this didn't really care much about creating a satisfying narrative with fun gameplay so much as they did hitting a series of beats from the original outline. And that in-engine cut-scenes should not be attempted unless a very talented animator is involved.
 
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